Gamebook's builds (hs5ias new thread)

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Gamebook
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Re: Gamebook's builds (hs5ias new thread):Transformers Minibots

Post by Gamebook » Wed Nov 21, 2018 7:32 am

Image

Sprayaway - PL 9

Strength 7, Stamina 8, Agility 0, Dexterity 0, Fighting 6, Intellect 0, Awareness 0, Presence 0

Advantages
Agile Feint, Defensive Roll, Evasion, Ranged Attack 8

Skills
Perception 4 (+4)

Powers
Growth: Growth 6 (+6 STR, +6 STA, +3 Intimidate, -6 Stealth, -3 active defenses, +1 size rank, +6 mass ranks; Innate; Permanent)
Harpoon Gun (Easily Removable)
. . Electrified Harpoon Gun
. . . . Electrified Harpoon: Damage 10 (Linked; DC 25; Alternate Resistance: Fortitude, Increased Duration: concentration, Increased Range: ranged; Limited: to targets grabbed by Move Object)
. . . . Harpoon: Move Object 10 (Linked; 25 tons, DC 25; Custom: Tether, Damaging; Limited Direction: Towards)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Protection: Protection 2 (+2 Toughness; Impervious [6 extra ranks])
Transform
. . Power Boat: Enhanced Trait 5 (Traits: Dodge +2 (+5), Advantages: Agile Feint, Defensive Roll, Evasion)
. . Speed: Speed 6 (Speed: 120 miles/hour, 1800 feet/round; Limited: to water surfaces)
. . Speedboat: Morph 1 (+20 Deception checks to disguise; Single form)
. . Variable Resonating Propellors: Cone Area Concealment 3 (Sense - Hearing, Sense - Sight; Cone Area: 60 feet cone, DC 13)
. . Water Walking: Movement 2 (Water Walking 2)

Offense
Initiative +0
Electrified Harpoon: Damage 10, +8 (DC Fort 25)
Grab, +6 (DC Spec 17)
Harpoon: Move Object 10, +8 (DC 25)
Throw, +8 (DC 22)
Unarmed, +6 (DC 22)

Languages
Native Language

Defense
Dodge 5/3, Parry 3, Fortitude 10, Toughness 11/10, Will 3

Power Points
Abilities 18 + Powers 88 + Advantages 8 + Skills 2 (4 ranks) + Defenses 11 = 127

Transformers with boat alt-modes are not common but on Earth Optimus Prime felt that he needed at least some. Wheeljack took a basic design and churned out a whole load of them, fitting many of them with various unusual devices of his invention. While on Cybertron Autobots come off production lines in their millions to a small range of standard designs Wheeljack always makes custom models, personally designing and hand-building each one. This is expensive and slow but on Earth where there are so few Transformers and resources are limited it makes more sense to take extra time building new ones to a higher standard. Wheeljack in any case cannot help himself, give him a new or existing Transformer to work on and he will compulsively make alterations. Sprayaway is a good example, he makes use of this new environment they find themselves in.

Gamebook
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Re: Gamebook's builds (hs5ias new thread):Transformers Minibots

Post by Gamebook » Wed Nov 21, 2018 7:47 am

Image

Streetsmart - PL 9

Strength 8, Stamina 8, Agility 0, Dexterity 0, Fighting 6, Intellect 1, Awareness 1, Presence 1

Advantages
Connected, Eidetic Memory, Ranged Attack 8, Well-informed

Skills
Athletics 4 (+12), Deception 4 (+5), Insight 4 (+5), Investigation 6 (+7), Perception 4 (+5), Persuasion 4 (+5)

Powers
Growth: Growth 6 (+6 STR, +6 STA, +3 Intimidate, -6 Stealth, -3 active defenses, +1 size rank, +6 mass ranks; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Laser Pistol (Easily Removable)
. . Blast: Damage 10 (DC 25; Increased Range: ranged)
Protection: Protection 2 (+2 Toughness; Impervious [6 extra ranks])
Senses: Senses 2 (Direction Sense, Radio)
Transform
. . London Black Cab: Morph 1 (+20 Deception checks to disguise; Single form)
. . Wheels: Speed 5 (Speed: 60 miles/hour, 900 feet/round; Custom: wheeled)

Offense
Initiative +0
Blast: Damage 10, +8 (DC 25)
Grab, +6 (DC Spec 18)
Throw, +8 (DC 23)
Unarmed, +6 (DC 23)

Languages
Native Language

Defense
Dodge 3, Parry 3, Fortitude 10, Toughness 10, Will 4

Power Points
Abilities 26 + Powers 53 + Advantages 11 + Skills 13 (26 ranks) + Defenses 11 = 114

Streetsmart was built for use in the UK, principally in the largest urban conglomerate of the island. He soon learned everything there was to learn about the city though and has since been redeployed to many places around the world. As a warrior he is rather weak, being slow and lacking firepower. If he is watching Decepticons and they rumble him he withdraws while calling in more powerful Autobot warriors to cover him. Most of the time who he spies on is not Decepticons but humans. The Decepticons constantly try to subvert the humans, bribing, threatening or mind-controlling them into working for them, or infiltrating robot drones disguised as humans in among them. They try to get the humans to direct their military defense efforts at the Autobots, discredit the idea that there are giant alien robots active on Earth, and find out what the humans resources are. If possible Streetsmart snatches these agents and takes them back for interrogation. The Autobots will never punish a human no matter what they have done to aid the Decepticons, even if they have been taking bribes and have sold out their own planet. This is not their world, humans are not their people, so it is not their place to render judgement. Optimus Prime just delivers them back to their own people with a full accounting and evidence of what they have done.

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Bladewind
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Re: Gamebook's builds (hs5ias new thread):Transformers Minibots

Post by Bladewind » Wed Nov 21, 2018 3:38 pm

Gamebook wrote:
Wed Nov 21, 2018 7:13 am
In this setting based on the Gen 1 Marvel comic, just fine. Transformers are not like human beings, they have no real concept of growing up and maturing. When a new Transformer is completed and awakens it starts life fully formed, with all its knowledge and skills already in place. Other Transformers recognize this and treat it accordingly. The Marvel comic was full of instances of this happening, with newly built Transformers going into action against the enemy literally straight off the production lines. Ultra Magnus was a brand new Transformer in the comic, it was explicitly stated that he was made and given life only a short time before we first see him, but was immediately one of the Autobots top operatives and entrusted with vital missions. If anything Transformers seem to have more regard for newly built Transformers than they do for old veterans, the new ones being seen as more advanced and powerful while the old soldiers are seen as obsolescent and clapped-out.

Boy I love geeking out ;).
That's the paradox of f for feasant's and your take on the G-1 characters IMO.

On the one hand, sophisticated and (vastly) superior race of biomechanical organisms with very different approaches to advancement and the like, but on the other they can be just as petty, cruel and vindictive (on both sides!) as the worst human. Or, at the very least, as needy, wanting and frail as the next human.

But maybe the latter is just so that as they were created for entertainment - toys and tv - they need something to make them relatable. No one really wants to watch about a bunch of superior beings all the time.
Thorpocalypse wrote:
Sun Oct 07, 2018 6:01 pm
Building to be comics "accurate" is different than building to run a PC or building something to challenge a group.
Bladewind's 3ed M&M Builds
The Merge Setting document

Gamebook
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Re: Gamebook's builds (hs5ias new thread):Transformers Minibots

Post by Gamebook » Fri Nov 23, 2018 10:04 pm

Image

Summit - PL 9

Strength 10, Stamina 8, Agility 2, Dexterity 0, Fighting 7, Intellect 0, Awareness 0, Presence 0

Advantages
Great Endurance, Ranged Attack 8, Skill Mastery: Athletics

Skills
Acrobatics 4 (+6), Athletics 8 (+18), Perception 4 (+4)

Powers
Growth: Growth 6 (+6 STR, +6 STA, +3 Intimidate, -6 Stealth, -3 active defenses, +1 size rank, +6 mass ranks; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Laser Rifle (Easily Removable)
. . Blast: Damage 10 (DC 25; Extended Range 2, Increased Range: ranged)
Power-Lifting: Enhanced Strength 1 (+1 STR; Limited to Lifting)
Protection: Protection 4 (+4 Toughness; Impervious [8 extra ranks])
Senses: Senses 2 (Direction Sense, Distance Sense)
Transform
. . All-terrain: Movement 1 (Linked; Sure-footed 1)
. . Toyota Land Cruiser: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Wheels: Speed 5 (Linked; Speed: 60 miles/hour, 900 feet/round; Custom: Wheels)

Offense
Initiative +2
Blast: Damage 10, +8 (DC 25)
Grab, +7 (DC Spec 20)
Throw, +8 (DC 25)
Unarmed, +7 (DC 25)

Languages
Native Language

Defense
Dodge 4, Parry 4, Fortitude 12, Toughness 12, Will 3

Power Points
Abilities 30 + Powers 64 + Advantages 10 + Skills 8 (16 ranks) + Defenses 12 = 124

Most Transformers do not like the Earth wilderness, finding it alien and inhospitable for their kind. Cybertron is a world made of metal but it is not a conventional planet, it was not apparently formed from matter that compressed itself into a sphere under its own gravity. Instead it is a machine world, it is constructed from machinery across its entire surface and apparently all the way to its core. The Transformers attribute the building of their world to their ancestor hero Primus. Rather than mountain ranges Cybertron has titanic buildings that rear miles into the sky.

Before the war Summit was an explorer of the largest Cybertronian buildings, surveying their exteriors and mapping their labyrinthine interiors. He has taken to doing the same to the great mountains of Earth. As a Transformer he is a far superior climber to any human, not being bothered by the environment and strong enough to drive pitons and even his fingers into solid rock. Seeing him clamber across a snowy cliff face while winds scream past bemuses other Transformers, they prefer to fly high over such difficult terrain in shuttles or their alt-modes. The Decepticons sometimes build their bases atop or inside tall and remote mountains, relying on their sheer inaccessibility to protect them from attack or detection. What they didn't count on was some crazy Autobot physically crawling over the terrain to find them.

Gamebook
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Re: Gamebook's builds (hs5ias new thread):Transformers Minibots

Post by Gamebook » Fri Nov 23, 2018 10:14 pm

Image

Sundown - PL 8

Strength 7, Stamina 7, Agility 1, Dexterity 0, Fighting 6, Intellect 0, Awareness 2, Presence 0

Advantages
Great Endurance, Ranged Attack 6, Tracking

Skills
Acrobatics 4 (+5), Athletics 6 (+13), Insight 4 (+6), Investigation 6 (+6), Perception 8 (+10)

Powers
Growth: Growth 6 (+6 STR, +6 STA, +3 Intimidate, -6 Stealth, -3 active defenses, +1 size rank, +6 mass ranks; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Impervious Defense: Impervious Toughness 4
Senses: Senses 1 (Direction Sense)
Senses: Senses 4 (Direction Sense, Distance Sense, Extended: Vision 1: x10, Low-light Vision)
Transform
. . All-terrain: Movement 1 (Linked; Sure-footed 1)
. . Dune Buggy: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Wheels: Speed 5 (Linked; Speed: 60 miles/hour, 900 feet/round; Custom: Wheels)

Offense
Initiative +1
Grab, +6 (DC Spec 17)
Throw, +6 (DC 22)
Unarmed, +6 (DC 22)

Languages
Native Language

Defense
Dodge 4, Parry 3, Fortitude 10, Toughness 7, Will 5

Power Points
Abilities 22 + Powers 40 + Advantages 8 + Skills 14 (28 ranks) + Defenses 12 = 96

Sundown explores the deep deserts of Earth. He is part of the relentless Autobot worldwide effort to locate the Decepticon's hidden bases. In his dune buggy mode he drives up and down along the dunes for thousands of miles, practically inspecting every dune for any sign of the enemy. On Cybertron he conducted long-range explorations into the vast wilderness zones left by the war. Millions of square kilometers have been reduced to twisted scrap by the relentless bombardments, rendering them uninhabitable and worthless for both sides. There are countless caches of valuable materials and energy left scattered across them though which Sundown sought out and marked for retrieval. You'd never spot them from the air, which is why he was needed to physically drive across the terrain.

Gamebook
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Re: Gamebook's builds (hs5ias new thread):Transformers Minibots

Post by Gamebook » Fri Nov 23, 2018 10:26 pm

Image

Swerve - PL 7

Strength 8, Stamina 8, Agility 0, Dexterity 0, Fighting 6, Intellect 3, Awareness 0, Presence 0

Advantages
Inventor

Skills
Athletics 4 (+12), Technology 10 (+13)

Powers
Growth: Growth 6 (+6 STR, +6 STA, +3 Intimidate, -6 Stealth, -3 active defenses, +1 size rank, +6 mass ranks; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Metallurgical Sensors: Senses 4 (Acute: Chemical, Analytical: Chemical, Detect: Chemical 2: ranged)
Protection: Protection 2 (+2 Toughness; Impervious [6 extra ranks])
Transform
. . All-terrain: Movement 1 (Linked; Sure-footed 1)
. . Pick-Up Truck: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Power-Lifting: Enhanced Strength 1 (Linked; +1 STR; Limited to Lifting)
. . Wheels: Speed 5 (Linked; Speed: 60 miles/hour, 900 feet/round; Custom: Wheels)

Offense
Initiative +0
Grab, +6 (DC Spec 18)
Throw, +0 (DC 23)
Unarmed, +6 (DC 23)

Languages
Native Language

Defense
Dodge 3, Parry 3, Fortitude 11, Toughness 10, Will 2

Power Points
Abilities 26 + Powers 46 + Advantages 1 + Skills 7 (14 ranks) + Defenses 11 = 91

Swerve is a metallurgist, responsible for devising new alloys for use by the Autobots. He loves his job, forever rummaging through ores and scrap for interesting new materials and treating them in all sorts of ways. His job is particularly important on Earth as the rocky planet is very unfamiliar to the mechanical Transformers and they need his expertise to produce the metal alloys needed for their tools and new Transformers. While vital to the war effort Swerve at times seem unaware that there is a war going on. At any moment he can be distracted by a curious piece of metal debris or a soil or rock that may contain valuable ores. While traveling on Earth highways he has been known to suddenly swerve off the road without warning to inspect something which has caught his eye. He will even forget himself and transform in full view of unwitting humans. During battles he is often more interested in the dirt he has dived into when taking cover, or the clods raining down from the sky as Decepticon fire impacts all around, than the enemy trying to kill him. In any case other Autobots don't allow him to have weapons anymore as rather than fire them he takes them apart to inspect the materials they are made of, often tutting at the inferior grade metal and flaws in the barrels and stocks.

Gamebook
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Re: Gamebook's builds (hs5ias new thread):Transformers Minibots

Post by Gamebook » Fri Nov 23, 2018 10:42 pm

Image

Tailgate - PL 7

Strength 7, Stamina 7, Agility 0, Dexterity 0, Fighting 6, Intellect 0, Awareness 0, Presence 0

Advantages
Ranged Attack 6

Skills
Acrobatics 4 (+4), Athletics 4 (+11), Perception 6 (+6)

Powers
Growth: Growth 6 (+6 STR, +6 STA, +3 Intimidate, -6 Stealth, -3 active defenses, +1 size rank, +6 mass ranks; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Protection: Protection 2 (+2 Toughness; Impervious [5 extra ranks])
Transform
. . Pontiac Trans Am: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Tailgate Magnet: Feature 1
. . Wheels: Speed 6 (Linked; Speed: 120 miles/hour, 1800 feet/round; Custom: Wheels)

Offense
Initiative +0
Grab, +6 (DC Spec 17)
Throw, +6 (DC 22)
Unarmed, +6 (DC 22)

Languages
Native Language

Defense
Dodge 3, Parry 3, Fortitude 10, Toughness 9, Will 2

Power Points
Abilities 16 + Powers 39 + Advantages 6 + Skills 7 (14 ranks) + Defenses 11 = 79

Tailgate is an intellectually rather limited Transformer who has difficulty grasping that mobile, mid-size machines on Earth are not Transformers. On Cybertron nearly all such were. He regards all Earth cars as being Transformers, seeing them as the inhabitants of Earth and the humans as worker drones they keep around to wash, maintain and refuel them. Other Autobots keep explaining to him that the cars of Earth are simple mechanical devices the local carbon-based lifeforms use to transport themselves and their goods, but he can never believe it. The cars are generally much better taken care of, are larger, faster and more powerful, have better quality finishes and are fitted with all sorts of useful equipment. The humans are just slow and squashy things and seem largely unintelligent to him.

Despite his chronic misapprehension of the nature of life on Earth Tailgate spends his time cruising its highways on patrol. He is not a powerful warrior, rather it is his job to alert the Autobot forces of any signs of Decepticon activity. Even when he does spot Decepticons he often does not transform, staying in his car alt-mode. So long as he does this it is almost impossible for the Decepticons to spot him, he just registers as another Earth car to their sensors. This is not a special feature of his, it is true for almost all Transformers. He extends his operational radius by catching a tow from large, powerful Earth cars using an electromagnet in his front bumper. Many human drivers have been puzzled by why their vehicle is laboring so hard. Tailgate perceives this as Earth cars being good-natured fellows who let a hard working patrolbot like him catch a lift.

Gamebook
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Re: Gamebook's builds (hs5ias new thread):Transformers Minibots

Post by Gamebook » Fri Nov 23, 2018 11:00 pm

Image

Tap-Out - PL 9

Strength 8, Stamina 8, Agility 1, Dexterity 0, Fighting 8, Intellect 1, Awareness 1, Presence 0

Advantages
All-out Attack, Contacts, Defensive Roll, Fast Grab, Favored Foe: Decepticon assassins, Improved Initiative, Improved Trip, Interpose, Ranged Attack 8, Skill Mastery: Perception

Skills
Acrobatics 4 (+5), Athletics 4 (+12), Insight 4 (+5), Investigation 4 (+5), Perception 6 (+7)

Powers
Growth: Growth 6 (+6 STR, +6 STA, +3 Intimidate, -6 Stealth, -3 active defenses, +1 size rank, +6 mass ranks; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Protection: Protection 4 (+4 Toughness; Impervious [6 extra ranks])
Senses: Senses 1 (Danger Sense: Sight)
Transform
. . Porsche 924 Turbo: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Wheels: Speed 6 (Linked; Speed: 120 miles/hour, 1800 feet/round; Custom: Wheels)

Offense
Initiative +5
Grab, +8 (DC Spec 18)
Throw, +8 (DC 23)
Unarmed, +8 (DC 23)

Languages
Native Language

Defense
Dodge 4, Parry 5, Fortitude 11, Toughness 13/12, Will 4

Power Points
Abilities 30 + Powers 44 + Advantages 17 + Skills 11 (22 ranks) + Defenses 12 = 114

Tap-Out is a bodyguard, assigned to valuable figures to keep them alive when the Decepticons have them targeted for assassination. On Cybertron the Decepticons were forever disguising operatives as Autobots and trying to get them close to vulnerable personnel such as scientists. Optimus Prime may be vital to the Autobot war effort but all attempts at assassinating him have ended in failure, usually because he can spot and shoot an assassin in microseconds. On Earth Tap-Out now more commonly protects human friends of the Autobots, who are of course totally helpless in the face of direct attack from even a small Decepticon. He is of the Cliffjumper design and so is agile and has quick reactions. He grapples potential assassins, preventing them from shooting or throwing a bomb. He is quite prepared to take a hit for his client, his armor is specially strengthened for this. He is in a relationship with Glyph, they got involved when he was assigned to guard her for a while. She admires this brave and noble warrior who thinks only of the safety of others.

Gamebook
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Re: Gamebook's builds (hs5ias new thread):Transformers Minibots

Post by Gamebook » Fri Nov 23, 2018 11:11 pm

Image

Ten-Hut - PL 10

Strength 8, Stamina 8, Agility 0, Dexterity 0, Fighting 6, Intellect 0, Awareness 1, Presence 0

Advantages
Assessment, Favored Foe: Autobot cadets, Inspire, Leadership, Ranged Attack 10

Skills
Athletics 4 (+12), Insight 4 (+5), Intimidation 4 (+7), Perception 4 (+5)

Powers
Growth: Growth 6 (+6 STR, +6 STA, +3 Intimidate, -6 Stealth, -3 active defenses, +1 size rank, +6 mass ranks; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Protection: Protection 6 (+6 Toughness; Impervious [6 extra ranks])
Senses: Senses 3 (Extended: Vision 1: x10, Infravision, Low-light Vision)
Tank Gun
. . Paint Shell: Cumulative Burst Area Affliction 10 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, DC 20; Alternate Resistance (Dodge), Burst Area: 30 feet radius sphere, DC 20, Cumulative, Extended Range 4, Increased Range: ranged; Limited: to sight, Sense-dependent: sight)
. . Rubber Shell: Cumulative Affliction 10 (1st degree: Hindered, Dazed, 2nd degree: Prone, Stunned, Resisted by: Fortitude, DC 20; Cumulative, Extended Range 4, Extra Condition, Increased Range: ranged; Limited Degree)
. . Smoke Shell: Cloud Area Concealment 6 (Extra Ranks 4, Sense - Sight; Cloud Area 2: 30 feet radius sphere, DC 16, Extended Range 4, Increased Range: ranged)
. . Star Shell: Environment 11 (Light (Bright), Radius: 4 miles; Selective)
Transform
. . Sheridan tank: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Tracked: Movement 1 (Linked; Sure-footed 1)
. . Tracks: Speed 4 (Linked; Speed: 30 miles/hour, 500 feet/round; Quirk: Tracked)

Offense
Initiative +0
Grab, +6 (DC Spec 18)
Paint Shell: Cumulative Burst Area Affliction 10 (DC Dog/Fort/Will 20)
Rubber Shell: Cumulative Affliction 10, +10 (DC Fort 20)
Throw, +10 (DC 23)
Unarmed, +6 (DC 23)

Languages
Native Language

Defense
Dodge 3, Parry 3, Fortitude 10, Toughness 14, Will 4

Power Points
Abilities 22 + Powers 89 + Advantages 14 + Skills 8 (16 ranks) + Defenses 11 = 144

Ten-Hut is an Autobot combat trainer. While Transformers are perfectly capable of going straight into action when first activated, the programming of their spark having given them all they need to know about who they are and how to fight, they can benefit from practice and more extensive instruction in things that were not included in their spark. Also the war just evolves over time and existing Autobot warriors need to be kept up on the latest tactics. Ten-Hut pushes his cadets hard, hard work now saves lives later on. His normal loadout of shells are nonlethal training ones which he endlessly barrages his cadets with. Anything he is teaching them to do they have to then be able to do under fire. Autobots thus get shot in the head with rubber shells even when taking classroom instruction from him. They are generally glad to get back to the front lines after a session with him, at least with the Decepticons you can dodge and fire back. Ten-Hut sees plenty of combat himself, he tours the Autobot front lines to investigate any tactical innovations either side has come up with. He is known for deliberately provoking the Decepticons just so he can personally see whatever trick they have come up with now.
Last edited by Gamebook on Sat Dec 01, 2018 7:56 pm, edited 1 time in total.

Gamebook
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Re: Gamebook's builds (hs5ias new thread):Transformers Minibots

Post by Gamebook » Sat Nov 24, 2018 10:22 pm

Image

Tinker - PL 7

Strength 6, Stamina 7, Agility 0, Dexterity 0, Fighting 6, Intellect 0, Awareness 0, Presence 0

Advantages
Equipment 1, Great Endurance, Ranged Attack 4

Skills
Athletics 4 (+10), Technology 8 (+8)

Powers
Growth: Growth 4 (+4 STR, +4 STA, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size rank, +4 mass ranks; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Impervious Defense: Impervious Toughness 5
Power-Lifting: Enhanced Strength 2 (+2 STR; Limited to Lifting)
Transform
. . 1972 Datsun Cherry: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Wheels: Speed 5 (Linked; Speed: 60 miles/hour, 900 feet/round; Custom: Wheels)

Equipment
Club

Offense
Initiative +0
Club, +6 (DC 23)
Grab, +6 (DC Spec 16)
Throw, +4 (DC 21)
Unarmed, +6 (DC 21)

Languages
Native Language

Defense
Dodge 3, Parry 4, Fortitude 10, Toughness 7, Will 3

Power Points
Abilities 22 + Powers 32 + Advantages 6 + Skills 6 (12 ranks) + Defenses 11 = 77

Tinker hasn't emerged from the depths of Autobot City since it was built. He was shipped out to Earth by special order of Optimus Prime when they started building the core of the city, the titanic citybot Metroplex, and he disappeared inside as soon as he stepped off the shuttle. He has never actually seen the Earth, its land or sky, and has no interest in doing so. Autobot city extends down into the ground as far as it rears into the sky and he spends all his time working down there, checking its structural soundness and working on the latest repairs and extensions. Transformers have no instinctive desire for space and fresh air, many of them will quite happily live in an oil sump. Wherever you go in a Transformer habitation there will usually be some Transformer around crammed in some odd nook, often scarcely distinguishable from the surrounding machinery.

Gamebook
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Re: Gamebook's builds (hs5ias new thread):Transformers Minibots

Post by Gamebook » Sat Nov 24, 2018 10:38 pm

Image

Trek - PL 8

Strength 10, Stamina 8, Agility 2, Dexterity 0, Fighting 6, Intellect 1, Awareness 0, Presence 0

Advantages
Eidetic Memory, Ranged Attack 6

Skills
Acrobatics 4 (+6), Athletics 4 (+14), Investigation 4 (+5), Perception 8 (+8)

Powers
Growth: Growth 6 (+6 STR, +6 STA, +3 Intimidate, -6 Stealth, -3 active defenses, +1 size rank, +6 mass ranks; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Power-Lifting: Enhanced Strength 2 (+2 STR; Limited to Lifting)
Protection: Protection 4 (+4 Toughness; Impervious [8 extra ranks])
Transform
. . All-terrain: Movement 1 (Linked; Sure-footed 1)
. . Toyota Land Cruiser: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Wheels: Speed 5 (Linked; Speed: 60 miles/hour, 900 feet/round; Custom: Wheels)
Trigonometric Vision: Senses 3 (Direction Sense, Distance Sense, Extended: Vision 1: x10)

Offense
Initiative +2
Grab, +6 (DC Spec 20)
Throw, +6 (DC 25)
Unarmed, +6 (DC 25)

Languages
Native Language

Defense
Dodge 4, Parry 3, Fortitude 12, Toughness 12, Will 3

Power Points
Abilities 30 + Powers 52 + Advantages 7 + Skills 10 (20 ranks) + Defenses 12 = 111

On Cybertron Trek continually mapped and remapped the surface of Cybertron as it was endlessly churned up by the war. In war accurate maps are vital and he produced a steady stream of them. He continues this work on Earth, drawing up maps of any location the Autobots find themselves in. Earth being a small world with a large native population much of it is mapped in some detail already. Having been built for beings other than Transformers however the Autobots need special maps that show them how they can get about. Human buildings and paths can be very difficult to negotiate when you are a fifteen-foot tall robot. Most Transformers dislike entering human dwelling areas, they are appallingly cramped and delicate by their standards. Transformers coming from an all-metal world are used to their buildings being highly robust. The human propensity for glass and dry pulpy material (wood, drywall) in their construction work baffles them. All you have to do is brush against it and it shatters. A firefight can wreck the whole area just from the shockwaves. By contrast their Autobot cities are constructed from great slabs of metal composites and are capable of withstanding artillery fire. Transformers rarely have much notion of moving delicately even in their own buildings, carelessly crashing about with a great clanging. The Decepticons just treat human buildings as a sort of inconvenient fog, casually smashing them aside when they want to move or see round them.

Gamebook
Posts: 4260
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread):Transformers Minibots

Post by Gamebook » Sun Nov 25, 2018 8:17 pm

Image

Tug'o'War - PL 8

Strength 10, Stamina 8, Agility 0, Dexterity 0, Fighting 6, Intellect 0, Awareness 0, Presence 0

Advantages
Ranged Attack 4

Skills
Athletics 6 (+16), Intimidation 4 (+7)

Powers
Growth: Growth 6 (+6 STR, +6 STA, +3 Intimidate, -6 Stealth, -3 active defenses, +1 size rank, +6 mass ranks; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Protection: Protection 2 (+2 Toughness; Impervious [6 extra ranks])
Transform
. . Ford W1000: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Power-Lifting: Enhanced Strength 2 (Linked; +2 STR; Limited to Lifting)
. . Wheels: Speed 5 (Linked; Speed: 60 miles/hour, 900 feet/round; Custom: Wheels)

Offense
Initiative +0
Grab, +6 (DC Spec 20)
Throw, +4 (DC 25)
Unarmed, +6 (DC 25)

Languages
Native Language

Defense
Dodge 2, Parry 3, Fortitude 11, Toughness 10, Will 2

Power Points
Abilities 24 + Powers 41 + Advantages 4 + Skills 5 (10 ranks) + Defenses 10 = 84

Tug'o'War is a gold-plated Autobot haulier. Normally such Autobots are rough-and-ready types but he is exceptionally vain. On Cybertron before the war he was an official transporter for Iacon's precious metals assets and believed he should look the part as he drove along heavily escorted by Iacon security forces. These days he mostly transports mundane fuel, ammunition and spare parts but like many older Autobots he is nostalgic for the days before the war. It costs him every bit of his pay but he maintains his ostentatious finish. Transformers have no such thing as uniform color schemes, they all paint themselves according to their own desires. Autobots and Decepticons recognize their own side by their Autobrand or Decepticon mark. The distinctive symbol every member of the faction sports in a prominent position on their bodies are not just painted designs. They are complex electronic tattoos that impart coded information that verifies their identities to other Transformers. While they can be faked this is hard to do and internal security measures mean that any infiltrating spy is constantly at risk of being detected through having incorrect or outdated codes on their brand. At will any Transformer can also blank them out to help with passing as 'robots in disguise'.

Gamebook
Posts: 4260
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread):Transformers Minibots

Post by Gamebook » Sun Nov 25, 2018 8:31 pm

Image

Turret - PL 10

Strength 8, Stamina 8, Agility 0, Dexterity 0, Fighting 6, Intellect 0, Awareness 0, Presence 0

Advantages
Inspire, Ranged Attack 10, Teamwork

Skills
Athletics 4 (+12), Perception 6 (+6)

Powers
Growth: Growth 6 (+6 STR, +6 STA, +3 Intimidate, -6 Stealth, -3 active defenses, +1 size rank, +6 mass ranks; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Protection: Protection 6 (+6 Toughness; Impervious [6 extra ranks])
Senses: Senses 3 (Extended: Vision 1: x10, Infravision, Low-light Vision)
Tank Gun
. . Cannon-launched Guided Projectile: Damage 10 (DC 25; Extended Range 6, Increased Range: ranged, Indirect 4: any point, any direction)
. . High-Explosive Cannon Shell: Burst Area Damage 8 (DC 23; Burst Area: 30 feet radius sphere, DC 18, Extended Range 6, Increased Range: ranged, Indirect 2: any point away or fixed point in fixed direction)
. . Mine Dispersal Shell: Burst Area Damage 8 (DC 23; Burst Area: 30 feet radius sphere, DC 18, Extended Range 6, Increased Range: ranged, Triggered: 1 use - Pressure)
. . Smoke Shell: Cloud Area Concealment 5 (Extra Ranks 3, Sense - Sight; Cloud Area 2: 30 feet radius sphere, DC 15, Extended Range 7, Increased Range: ranged)
Transform
. . Sheridan tank: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Tracked: Movement 1 (Linked; Sure-footed 1)
. . Tracks: Speed 4 (Linked; Speed: 30 miles/hour, 500 feet/round; Quirk: Tracked)

Offense
Initiative +0
Cannon-launched Guided Projectile: Damage 10, +10 (DC 25)
Grab, +6 (DC Spec 18)
High-Explosive Cannon Shell: Burst Area Damage 8 (DC 23)
Mine Dispersal Shell: Burst Area Damage 8 (DC 23)
Throw, +10 (DC 23)
Unarmed, +6 (DC 23)

Languages
Native Language

Defense
Dodge 3, Parry 3, Fortitude 10, Toughness 14, Will 3

Power Points
Abilities 20 + Powers 87 + Advantages 12 + Skills 5 (10 ranks) + Defenses 11 = 135

Turret directs the fire of multiple batteries of heavy, long-range guns that provide fire support to the Autobots. Sometimes these guns are non-sentient pieces of machinery operated by Transformers, at other times the guns themselves are Transformers. Either way they provide massive firepower, systematically obliterating Decepticon positions or obstructing their movement. Turret regards artillery as the the true lord of the battlefield, the backbone of the effort to push back the Decepticons. Direct fire hand-held weapons are to him mere popguns compared to what he has under his command. He mostly fires his tank gun indirectly, lobbing shells over the horizon at the Decepticons. Optimus Prime though rarely countenances the use of Autobot artillery on Earth, it just causes too much random destruction and leaves the natural environment shredded. Autobot scientists have examined sites on Earth that have been the site of intense shelling by humans in the past and their findings indicate it causes long-term and possibly irreparable harm. There are areas in the human political unit 'France' for example that are still polluted and dangerous to the point of being uninhabitable by humans over a hundred years since a major war was fought there. Transformers are unaffected by chemical or radiation pollution but Prime appreciates that the delicate ecology of Earth could not withstand the effect of full-scale Transformer warfare. Cybertron couldn't either, it was hurled out of its orbit and has been reduced to scrap, and as a metal machine world it was much tougher than the Earth. The constant restrictions on his firing annoy Turret no end and he desperately wants to get back to Cybertron where he can properly cut loose against the hated Decepticons.
Last edited by Gamebook on Sat Dec 01, 2018 8:01 pm, edited 2 times in total.

Gamebook
Posts: 4260
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread):Transformers Minibots

Post by Gamebook » Mon Nov 26, 2018 6:18 am

Image

Veedun - PL 7

Strength 6, Stamina 6, Agility 0, Dexterity 0, Fighting 4, Intellect 2, Awareness 3, Presence 2

Advantages
Contacts, Favored Foe: Human civilians, Ranged Attack 3, Well-informed

Skills
Deception 4 (+6), Insight 8 (+11), Investigation 8 (+10), Perception 4 (+7), Persuasion 8 (+10)

Powers
Growth: Growth 4 (+4 STR, +4 STA, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size rank, +4 mass ranks; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Impervious Defense: Impervious Toughness 5
Senses: Senses 2 (Extended: Vision 1: x10, Low-light Vision)
Transform
. . Volkswagen Beetle: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Wheels: Speed 5 (Linked; Speed: 60 miles/hour, 900 feet/round; Custom: Wheels)

Offense
Initiative +0
Grab, +4 (DC Spec 16)
Throw, +3 (DC 21)
Unarmed, +4 (DC 21)

Languages
Native Language

Defense
Dodge 3, Parry 2, Fortitude 8, Toughness 6, Will 6

Power Points
Abilities 30 + Powers 32 + Advantages 6 + Skills 16 (32 ranks) + Defenses 10 = 94

Veedub was an arbitor back on Cybertron for the small city of Lynsa, a satellite state of Iacon. She resolved disputes between different parties, usually over issues of payment. She has been brought to Earth to help the Autobots manage relations with the humans. She listens to and addresses human disputes and grievances with the Autobots and considers claims of compensation for damage done while the Transformers are fighting their war. By Transformer standards Earth is astonishingly primitive and they can usually meet human demands for reparations with ease. As well as rebuilding smashed houses and replacing crushed cars the Autobots can also repair damage that humans cannot, such as by fitting cloned limbs to replace ones lost to injury or mending severe spinal damage. In some cases they can bring back humans that are technically dead by reconstructing them. The Transformers have a different notion of death to humans, to them life is recorded information and all you need to do is mend it and the person will be activated again. As Autobot scientists learn more about organic biology they are becoming able to treat the human body in much the same way as they do Transformer ones. At times this has disturbed the humans, such as when the Autobots have sought to replace humans killed by their war with identical clones programmed with their thoughts and memories. Unlike humans Transformers have no notion of a soul or an afterlife, you are your body, so they find it hard to understand human reluctance to accept these replacements. Veedub is working hard to mediate between the different world views of the two races and to get the humans to accept the nature of the Transformers living among them. As the Autobot integration into human society accelerates this is only going to become a bigger issue. Optimus Prime has grand plans for the expansion of the Autobot population on Earth and the construction of many more Autobot cities.

Gamebook
Posts: 4260
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread):Transformers Minibots

Post by Gamebook » Mon Nov 26, 2018 6:31 am

Image

Vex - PL 9

Strength 8, Stamina 8, Agility 0, Dexterity 0, Fighting 6, Intellect 0, Awareness 0, Presence 0

Advantages
Agile Feint, Defensive Roll, Evasion, Ranged Attack 8

Skills
Athletics 4 (+12), Perception 4 (+4)

Powers
Growth: Growth 6 (+6 STR, +6 STA, +3 Intimidate, -6 Stealth, -3 active defenses, +1 size rank, +6 mass ranks; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Phase Rifle (Easily Removable)
. . Expansion: Damage 10 (DC 25; Alternate Resistance: Fortitude, Extended Range 2, Increased Range: ranged)
Protection: Protection 2 (+2 Toughness; Impervious [6 extra ranks])
Transform
. . Rally Driver: Enhanced Trait 5 (Traits: Dodge +2 (+5), Advantages: Agile Feint, Defensive Roll, Evasion)
. . Renault 5 GT Rally: Morph 1 (+20 Deception checks to disguise; Single form)
. . Wheels: Speed 6 (Speed: 120 miles/hour, 1800 feet/round; Custom: wheeled)

Offense
Initiative +0
Expansion: Damage 10, +8 (DC Fort 25)
Grab, +6 (DC Spec 18)
Throw, +8 (DC 23)
Unarmed, +6 (DC 23)

Languages
Native Language

Defense
Dodge 5/3, Parry 3, Fortitude 10, Toughness 11/10, Will 3

Power Points
Abilities 20 + Powers 64 + Advantages 8 + Skills 4 (8 ranks) + Defenses 11 = 107

Vex drives in his crazy manner because he is a rally car and is pretty much incapable of driving as though he is not in a rally. This creates problems when he is supposed to be driving unobtrusively from one location to another along a human highway. When left to himself to drive along a dirt road he becomes superb, careening and skidding around curves and corners at phenomenal speed. As anyone who has ever ridden in a rally car as a passenger can attest though it is an absolutely terrifying experience, the car seems to go from one imminent crash to another. As badly as he annoys his fellow Autobot cars it is much worse for the human drivers on the road with him. You can tell when he's passed along a human road by all the human cars swerved all over the road to avoid him and the enraged humans calling the traffic police. After a few such incidents Optimus Prime has banned him from driving anywhere near human vehicles. Vex now has to either ride a shuttle for long distance trips, cut along quiet back roads, or suffer the indignity of being carried by a car transporter such as Motorpool.

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